Camel

Steven "Troll" O'Neal's page

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Context. I am trying to convert a race that is blind but is described as having a form of telepathic echolocation.

My question is, does blindsight (thought) only allow perception of thinking creatures, or would it allow them to effectively navigate their environment?


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Given how they're written, stellifera (from book 2 of AtAT) have the potential to start with the highest strength score of any race. It's not optimal by any stretch of the imagination, but you could feasibly start at level 1 with a functional strength score of 21.


My goal is to shift players away from combat being their primary conflict resolution strategy.

In order to do that I'm introducing two supplemental ability scores.

Luck is a mental ability score, representing preparation meeting opportunity. Mechanically, Luck has 2 primary uses.

Firstly, a character can use their Luck score in place of any other ability score for any type of roll.
In all ways the roll is resolved the same, except in the case of a critical failure. In such situations, even in those that do not normally suffer from critical failure, the result is always a failure with the addition of a detrimental condition determined by the GM.

The second use of the Luck score functions as a booster to another ability score.
By spending a Resolve point, a player can add their Luck modifier to a roll in addition to the normal ability modifier.
For example, making a melee attack you could spend Resolve and add your Strength and Luck modifiers to the attack roll.
Like the first use of the ability score this usage also subjects all rolls to critical failure, however it does not inflict an additional detrimental condition other that failure and the spending of resolve.

Aesthetic is a physical ability score. It is the representation of how palatable a beings appearance is. Like every other ability score it starts at 10.
Aesthetic is an additional modifier to Charisma based skills when interacting with sapient beings (those with Intelligence 3, or greater). A positive score provides an additional bonus to Bluff, Diplomacy, Intimidate, and Profession. A negative score applies a penalty to all of those skills except Intimidate, which retains a bonus. Disguise always receives a penalty.


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I must know more! Are they furry? Do they have seasonal variation? Are ryphorians compatible with humans? I must know more!


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Does Verces have seasons? Is there tilt to its axis?


This month we will be receiving 22 new playable races. Is this too many, not enough, or just right?


Are mindless creatures (oozes, vermin, etc) invisible to thought based senses? I'm inclined to say yes, but would some feedback.


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Can I replace my current preorder with this somehow?


I ask because templates are one of my favorite things. I mean, the pregenerated necrovite in First Contact was cool, but maybe I want a contemplative necrovite. Can I do something like that without making it whole cloth?


If they continue to have innate spellcasting that is.


Sum it up, race and class determine hit points, e.g. shirren get six, operatives get 6, presumably equalling 12. Themes grant bonus to ability scores, e.g. ace pilots get +1 to dex, additionally they get theme abilities at level 1, 6, 12, and 18.


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I'm going to put it out there, that was not what I was expecting. I thought they'd handle armor differently, but eac, kac, and the stamina/resolve mechanic seems to work well.

Overall, I like what I'm seeing. Can't wait to see the free right day booklet.


It's certainly tempting. Imagine, the party is surface side and get into a sticky situation. Wouldn't it be great if you had your ship ready to back you up with a bit of cover fire?


I'm a huge fan of weapon and armor material as a form of item modification. I hope it is included in Starfinder as well, but I'm interested to here what others think.


So a computer containing an AI reaches its 100th birthday and becomes a tsukumogami. What happens?


So I'm working on a cosmology for my urban fantasy campaign setting. I've got most of it done, but I wanted to spice things up and make the Internet its own plane of existence. I'm looking for opinions and ideas.


Okay, so I'm working on a modern Urban Fantasy campaign setting, and in it they have a vaccine against Ghoul Fever. However 1 in 10000 people have a negative reaction to it and become half-undead and phenethylamine deficient. So here's a rough overview of the template I want to use for them.

Can be applied to any living creature that isn't immune to disease. Type remains the same, but gains the half-undead subtype.
Gains DR3/magic. Must consume significant source (at least one meal worth) of phenethylamine dense foods (can be found most often in vitamin supplements, dark chocolate, and brain matter), or else begin to suffer from the effects of The Hunger rules (can be found in Blood of the Night). Becomes a carrier of a mutated Ghoul Fever virus (DC 13, injury bite, onset 1 day, frequency 1/day, effect 1 con damage and 1 dex damage, cure 2 consecutive saves) anyone that would be killed by ability damage instead gains this template. Base creature gains +2 to Strength.

I'm thinking the CR for this one should be like +1, maybe only +0. What do y'all think?


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So I'm planning out an Urban Fantasy alternate universe campaign set in modern day Seattle, and I'd like to hear everyone's thoughts on it.

I'm using the Modern Path 2.0 rules and all the Paizo supplements.


Okay, so it says in the Technology Guide that you can enchant technological weapons and armor. But, how would an enchanted grenade launcher's enhancement bonus work?

Firstly, would the bonus to attack help targeting the square or would it apply to the Reflex save DC for the grenade that was launched?

Secondly, would the bonus to damage apply to all effected creatures?

Some clarification would be greatly appreciated.


Before the Cold Iron War, this world was similar to modern day Earth, save for the existence of magic and fantastic beings.

Like Earth, this world had a bit of a ecological problem. The climate was changing, waste products were piling up, and even with the aid of magic it showed little sign of getting better.

That's when nature itself turned against civilization. It started small, cultivated crops failed, there were unexplained animal attacks, and freak storms that would severely damage only artificial structures.
The civilized peoples wrote it off as coincidence. This was a dreadful mistake. They continued polluting, and overtaxing natural resources.
The hostility against civilization escalated. All subtlety flew out the window. There were entire towns taken by the supernatural representatives of nature; plant creatures, fey, elementals, and nature spirits.
It was at this point that Civilization finally realized what was going on. They sent envoys to speak to the various rulers of the Natural world, in an attempt to stop the attacks.
These negotiations, alas, did not go well, not well at all. The people in their cities were less than eager to give up their wasteful comfortable lives, and Nature would accept nothing less. Negotiations went on for 6 long, tense years. Civilization payed lip service to Nature's demands, cutting back on consumption, looking into more renewable resources. Nature meanwhile held off on further hostilities during this attempt at diplomacy.

However, as often happens, diplomacy broke down. So began the Cold Iron War, named for the frequency with which the Civilized folk made use of the metal against the legions of fey that made up the bulk of Nature's armed forces.

The war went on for 14 years. Many cities were reclaimed by wilderness, many lives lost. Near the end, Civilization became desperate. They knew they were going to lose this one, so in a last ditch effort they used the Nuclear option, literally. They launched several nuclear missiles in the most besieged cities left, specifically those that were still making use of nuclear fission plants. Millions on both sides died in radioactive flames.

That finally ended the war. Both sides agreed to let the other be. Civilization would be allowed to continue exist within the few bastions they had left, and Nature would be allowed to remain untamed within the lands it had reclaimed.
However, the war had taken its toll on the civilized folk. They had been reduced for the most part to a pre-industrial society.

The year is now 1975 A.W. (After War). The bastions of Civilization have progressed back to a level roughly equivalent to Earth circa 1975 C.E., the world outside is still pre-industrial, and the peace has held for nearly 2 millenia (as unlike Earth, they learned from their mistakes, this time).

Now, adventurers are venturing beyond the boundaries of their technological bastions and seeking out the forgotten knowledge of the Ancients.

I'd say more but this is already running long.


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I'm starting this thread for the discussion of the campaign materials for Alluria Publishing's Cerulean Seas Campaign Setting and it's sourcebooks.

The primary reason is to not clutter the news thread with off-topic discussion. This thread is for both crunch and fluff discussion so if you have the urge to discuss feel free to do so.

Let me start this off. How would you work a Sunken Relluk with the Congulair Prestige class, fluffwise?


So I've been wondering, does the Armor Bonus granted by the Gravity Suit protect against touch attacks? It says it's a force effect, but I'm not absolutely sure.


So I'm trying to come up with a cosmology for my campaign setting. I've got the Inner Planes handled (they're just modifications of the standard elemental and energy planes), but I want something new for the Outer Planes. So I was thinking why no have outer planes themed on the Ability Scores? Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, and Beauty (because I use the seventh stat, that's how I roll).

What do you think?


What it says on the box. I've been working on an idea for a campaign world and I want some opinions on what I've come up with so far.

So, basically it's your standard terrestrial planet with a land to ocean ratio of 20/80. There are 7 continents, 6 of which form an unconnected ring around the planet from the North Pole to the South Pole, and back again. Between the continents that form the ring are island chains and rough seas, which prevent easy travel between them. The 7th continent is smack dab on the equator and stretches into both sub-arctic regions. The opposite side of the world is a vast ocean dotted with archipelagos.

One of the primary themes is that each continent has a different technology level, and is an expy of the Earth continents at their respective tech levels.

These are just placeholder names so feel free to hate them.

First, there's the largest continent. The one that isn't part of the ring. For our purposes let's call it Lost Continent. It's basically a stand in for both Australia and South America. It's tech level is stone age. Here there be dinos, and megafauna. There are three main culture types here; Meso-American, Aboriginal Australian, and "Cave Man" (for lack of a better word). This is also the former stronghold of an advanced Reptilian Empire in the distant past.

Second, there's "Albion". It's a stand-in for Renaissance Europe. It's the smallest continent, and is located in the Southwest of the ring. I haven't fleshed this one out as much. I feel like I want it to have a Gothic feel, Maybe a war between enlightenment and ignorance, with a mixture of the occult and science.

Third is the Africa lookalike, haven't got a name for it so let's call it "Cradle". It's at the Iron Age. It's located in the Northeastern section of the ring (essentially the opposite side as Albion). It's basically a more politically correct "Darkest Africa". There's still the dark-skinned humans (and other races, I plan on having a lot of races) living in tribal kingdoms, but without the condescension you get with the Darkest Africa trope. In the South of the Continent we have our Egypt, it's pretty standard.

Fourth is Asia, or a reasonable facsimile. It's medieval. It's North of Albion in the ring. We have a combo of Russia, China, India, and Japan with this one, It's not fleshed out much yet.

Fifth is COLUMBIA! It's the North America stand in and it's South of Cradle. It's basically the Gilded Age (1870s-1900). Steampunk, with magic is basically what you're getting, Also, wild west with a smattering of Reconstruction South. Expect mad scientists and industry.

Finally the last two are Polar continents. The South is inhabited near the coast, but wasteland nearer to the pole. The North is uninhabited except for monsters and undead.


Hey look another underwater thread. This one is different though. My questions are fluff related.

How do you handle every day things in a underwater civilization? Agriculture, entertainment, waste management, and disposal of the dead all offer significant challenges.